Sorry, I didn't mean to be rude, but as I already said, I don't want to take extra developers in this game, and I don't have the time to start making another game.

After you get some experience in gamedev, you will see too that collaboration is not always as helpful as it sounds. You can't just accept any help offered to you, it may actually slow down development instead of helping it.

Hey aj, the idea is not strange at all and it would be fun too. The problem is that it would take a lot of time and effort, and I don't know when I will be able to get it done, but it's certainly on my list of desirable additions.

Ai waypoints are a necessary procedure and can't simply be fused with the spawpoints. The name is misleading; What this procedure actually does is calculate the available paths from one point to another, for multiple points in the map. As such, it can't be removed, however I can add a message about them whenever the player tries to test the map without waypoints.

The need to download the maps is not obvious either. Built-in maps are a solution I thought of, too. However I don't want people to keep playing the same maps all the time and be unaware of the new maps constantly being published. I might add an ingame message for that too.

It would be nice if you could add the option to set the gravity/jump height of the players on any map you make, and use basic trigger blocks. Im trying to make a map where the blue side has to reach the end while the red side tries to stop them, and it would help if they didnt jump everywhere. it would also be ideal that the red spawns get closer to the blues' position (why trigger blocks are needed). I am able to do the map without these additions, but it would help!

First of all, I like your concept for the map, and I appreciate the effort you put into making it. However, I am very skeptical about the features you mention.

As for the trigger blocks, do you mean blocks that perform a certain action when you touch them? I'm afraid that would take a lot of work from my side, especially now that I am working on the online multiplayer. Making action blocks would be close enough to making a new Garry's Mod (I mean, it would be cool, but is far from my currently set goals).

Making adjustable per-map gravity and other options has been mentioned before. So far, I avoided adding it, because it would cause uneven player experience. When you get used to a certain gravity, suddenly changing gravity throws players out of the game expertise they have gained by habit, and this frustrates them.

I'm sorry for not being much help, but please undestand it's important for me to consider the work/gain ratio for any proposed features. I like your suggestions and wish I could immediately get them done.

So for the capture the flag i played one game and every time my team or enemy team gets a kill the score goes up by 1 so that might be a bug and when ever i capture the flag it goes up by almost 20 so you might want to check that out.

for vehicles you might want to add some terrain like trees,lakes,houses so it will be very fun to play on.

next the juggernaut level might be a good addition because it will be fun when multiplayer comes out.

almost forgot you should add some amour so you have some protection.

and also add a shop system which will allow you to get guns permanently you get cash by fighting online which i suggest you do when online comes out.

The game's behaviour should be the same regardless of what map you're playing on.

Can't promise anything about the multiplayer release, there are lots of issues that may delay its completion. Please remember that this game is a project I work on in my free time, which varies constantly.

I'll do my best to make the multiplayer global, but I'm not sure if it will be possible without employing costly services, which I want to avoid.

Ok you might be right about this few things i kind of didn't think the payload mode through tho you are right needs big maps and lot's of understanding on how to make it.

Weapon customization and character customization a good thing for a game like this.It will make your game look more colorful and alive.

what about if you add vehicles and if a person makes a flat map of which you can fall off you may add a check box in the settings which will make invincible falls so you can't fall off.

What about a juggernaut level in which team is against another team both teams have a juggernaut which has lot's of weapons, health,Armour but moves slowly and both teams have to defend their juggernaut.for the capture the flag can you make it the team that gets up to 5 flags wins and not by the most kills.Finally you might want to make the jet pack look better than a black box.

I might sometimes loose of what i am thinking and write multiple comments instead of 1 so sorry hope it didn't get you too confused about what i am writing ;)

I mostly agree with you on the weapon / character customization part, so I will think about it.

Vehicles are also something I consider adding. In that case, I would probably add support for arbitrary terrain in the maps so that they can be vehicle-friendly. Lots of work to get it done, but will probably do it sometime.

Juggernaut level also seems a good idea but I will have to think it through thoroughly.

As for the CTF game, I thought the score was based on flag scores, and kills didn't count. Have you noticed something else? It may be a bug.

And yes, I should improve the jetpack graphics. Completely forgot about it. Thanks :)

The next update will most likely be focused on multiplayer. This means that I probably won't be working on other new features until that part is done.

Weapon customization and skins are a possible addition, but they would require a lot of work, so it would take a while until we see them done.

Payload mode is very unfitting for a game like this; it requires maps especially built and thought-out for this specific purpose. I don't plan on adding this feature, though I might reconsider in the future.

Minigun is among the additions I intend to work on.

By the way, please prefer to write a single cumulative comment rather than multiple comments one after the other, it tends to create some confusion :)